Interaction method and device based on non-player character, storage medium and electronic equipment

By obtaining the prestige level of players and NPC scenes in MMORPG games and providing a matching task list, the problem of insufficient interaction between players and scenes is solved, and the immersion and playability of the game are improved.

CN120679171APending Publication Date: 2025-09-23BEIJING PIXEL SOFTWARE TECH
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Patent Information

Application Number
CN202511145615.8
Authority / Receiving Office
CN · China
Patent Type
Applications(China)
Current Assignee / Owner
Filing Date
2025-08-15
Publication Date
2025-09-23

AI Technical Summary

Technical Problem

In existing MMORPG games, the interaction between players and NPCs is mainly concentrated at the individual character level, failing to effectively reflect the scene background characteristics and overall atmosphere. This leads to a lack of connection between the task system and the scene, weak player perception, and difficulty in forming a sense of belonging and identification with a specific scene. In addition, the task presentation method is fixed and lacks dynamic adjustment, leading to aesthetic fatigue.

Method used

By receiving the player's task collection operation for non-player characters, the player's prestige level in the scene is obtained, and a task list that meets the level is provided based on the prestige level, thereby enhancing the player's interactive dependence and sense of belonging to the scene.

Benefits of technology

By associating the task content with the player's prestige level in the scene, the player's dependence on and sense of belonging to the scene are enhanced, the immersion and playability of the game are improved, and players are encouraged to continue to participate and explore diverse task content.

✦ Generated by Eureka AI based on patent content.

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Abstract

The invention provides an interaction method and device based on a non-player character, a storage medium and electronic equipment, and relates to the field of games. The electronic equipment receives a task receiving operation initiated by the player for the non-player character; in response to the task receiving operation, obtaining a voucher level of the player in a scene to which the non-player character belongs; wherein the wisdom level represents an interaction relationship degree between scenes to which the player and the non-player character belong; and providing a task list meeting the wisdom level for the player according to the wisdom level. Therefore, the providing of the task content is associated with the voucher level of the player in the scene, so that the behavior result of the player is influenced by the background of the scene where the player is located while the player interacts with a non-player character instead of only depending on the setting of an NPC individual, and the dependency and the belonging sense on the scene are formed in the subjective behavior.
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Description

Technical Field

[0001] The present application relates to the field of games, and in particular to a method, device, storage medium and electronic device for interaction based on non-player characters. Background Art

[0002] In some gaming environments, particularly Massively Multiplayer Online Role-Playing Games (MMORPGs), players can freely explore multiple scenarios within a virtual world. Each scenario is typically populated by several associated non-player characters (NPCs). These characters not only facilitate plot advancement but also serve as quest issuers and interactive objects, providing players with multiple avenues for interaction. Typically, players can engage in conversations with NPCs to accept quests and receive corresponding rewards upon completion. Alternatively, their choices during conversations can trigger different plot branches, resulting in differentiated rewards. This enhances the game's fun and interactivity, allowing players to experience a sense of immersion in role-playing within the virtual world.

[0003] Despite this, the existing quest system still has significant limitations. In the current system design, player interaction with NPCs is primarily focused on the individual character level, failing to effectively reflect the background characteristics and overall atmosphere of the scene in which the NPC is located. The generation and reward mechanisms for quest content typically do not take into account the specific scene in which the NPC is located, resulting in a lack of connection between the quest system and the scene. Players have a weak perception of the scene itself during the quest completion process, making it difficult to form a sense of belonging and identification with a specific scene. Furthermore, the presentation of quests is often relatively fixed, lacking a dynamic adjustment mechanism, which makes it easy for players to develop aesthetic fatigue during repeated gameplay and reduces their interest in continued exploration of the game content.

[0004] Therefore, it is necessary to introduce a new task mechanism so that players can more naturally integrate into the scene where the NPC is while interacting with it, improve their understanding and investment in the scene through task behavior, and enhance the immersion and playability of the game. Summary of the Invention

[0005] In order to overcome at least one of the deficiencies in the prior art, one of the objectives of the present application is to provide a method, apparatus, storage medium, and electronic device for interaction based on a non-player character, including: In a first aspect, the present application provides an interaction method based on a non-player character, the method comprising: Receive the task claiming operation initiated by the player to the non-player character; In response to the task receiving operation, obtaining the prestige level of the player in the scene to which the non-player character belongs, wherein the prestige level represents the degree of interaction between the player and the scene to which the non-player character belongs; According to the prestige level, a task list that meets the prestige level is provided to the player.

[0006] In a second aspect, the present application provides an interactive device based on a non-player character, the device comprising: An operation receiving module, used to receive a task receiving operation initiated by a player to a non-player character; an operation response module, configured to obtain, in response to the task receiving operation, a prestige level of the player in the scene to which the non-player character belongs, wherein the prestige level represents a degree of interactive relationship between the player and the scene to which the non-player character belongs; The task tracking module is used to provide the player with a task list that meets the prestige level according to the prestige level.

[0007] In a third aspect, the present application provides a storage medium storing a computer program, which implements the non-player character-based interaction method when executed by a processor.

[0008] In a fourth aspect, the present application provides an electronic device comprising a processor and a memory, wherein the memory stores a computer program, and the computer program implements the non-player character-based interaction method when executed by the processor.

[0009] Compared with the prior art, this application has the following beneficial effects: This application provides a method, device, storage medium, and electronic device for interaction with non-player characters (NPCs). The electronic device receives a task acceptance operation initiated by a player on a non-player character; in response to the task acceptance operation, the electronic device obtains the player's prestige level in the scene to which the non-player character belongs; the prestige level represents the degree of interaction between the player and the scene to which the non-player character belongs; and based on the prestige level, the electronic device provides the player with a list of tasks that meet the prestige level. By associating the provision of task content with the player's prestige level in the scene, the player's behavior is influenced by the context of the scene they are in while interacting with the non-player character, rather than relying solely on the settings of the individual NPC, thereby forming a subjective dependence on and sense of belonging to the scene. BRIEF DESCRIPTION OF THE DRAWINGS

[0010] In order to more clearly illustrate the technical solutions of the embodiments of the present application, the following is a brief introduction to the drawings required for use in the embodiments. It should be understood that the following drawings only show certain embodiments of the present application and therefore should not be regarded as limiting the scope. For ordinary technicians in this field, other relevant drawings can be obtained based on these drawings without creative work.

[0011] Figure 1 This is a flow chart of a non-player character-based interaction method provided in an embodiment of the present application; Figure 2 The second flowchart of the non-player character-based interaction method provided in an embodiment of the present application; Figure 3 The third flowchart of the non-player character-based interaction method provided in an embodiment of the present application; Figure 4 Flowchart 4 of the non-player character-based interaction method provided in an embodiment of the present application; Figure 5 A schematic diagram of the structure of an interactive device based on a non-player character provided in an embodiment of the present application; Figure 6 A schematic diagram of the structure of an electronic device provided in an embodiment of the present application. DETAILED DESCRIPTION

[0012] To make the purpose, technical solutions, and advantages of the embodiments of the present application (hereinafter referred to as the embodiments) more clear, the technical solutions in the embodiments of the present application will be clearly and completely described below in conjunction with the accompanying drawings. Obviously, the described embodiments are only part of the embodiments of the present application, not all of them. Generally, the components of the embodiments of the present application described and shown in the drawings herein can be arranged and designed in various different configurations.

[0013] Therefore, the following detailed description of the embodiments of the present application provided in the accompanying drawings is not intended to limit the scope of the present application for protection, but merely represents selected embodiments of the present application. All other embodiments obtained by persons of ordinary skill in the art based on the embodiments in the present application without creative work are within the scope of protection of the present application.

[0014] It should be noted that similar reference numerals and letters denote similar items in the following drawings, and therefore, once an item is defined in one drawing, it does not need to be further defined or explained in subsequent drawings.

[0015] In the description of this application, it should be noted that the terms "first", "second", "third", etc. are used only to distinguish descriptions and should not be understood as indicating or implying relative importance. In addition, the terms "comprises", "comprising" or any other variations thereof are intended to cover non-exclusive inclusion, so that a process, method, article or device comprising a series of elements includes not only those elements, but also includes other elements not explicitly listed, or also includes elements inherent to such process, method, article or device. In the absence of further limitations, an element defined by the phrase "comprising a ..." does not exclude the presence of other identical elements in the process, method, article or device comprising the element.

[0016] Based on the above statement, as introduced in the background technology, currently players can only interact and communicate with NPCs, but have no connection with the scene where the NPC is located, and there is also a lack of connection between players and the scene.

[0017] It should be noted that the defects existing in the solutions in the above-mentioned prior art are the results obtained by the inventors after practice and careful research. Therefore, the discovery process of the above-mentioned problems and the solutions proposed in the embodiments of this application below for the above-mentioned problems should be the contributions made by the inventors to this application in the process of invention and creation, and should not be understood as technical contents known to technical personnel in this field.

[0018] Based on the discovery of the above technical problems, this embodiment provides an interactive method based on non-player characters. Figure 1 As shown, the method includes: S1, receiving the task receiving operation initiated by the player to the non-player character.

[0019] S2, in response to the task receiving operation, obtaining the prestige level of the player in the scene to which the non-player character belongs.

[0020] Among them, the prestige level represents the degree of interaction between the player and the scene to which the non-player character belongs.

[0021] S3, based on the prestige level, provides players with a list of tasks that meet the prestige level.

[0022] In this way, by associating the provision of task content with the player's prestige level in the scene, when the player interacts with non-player characters, the results of his or her behavior are affected by the background of the scene he or she is in, rather than relying solely on the settings of the NPC individual, thus forming a dependence and sense of belonging to the scene in subjective behavior.

[0023] It should be understood that for the non-player character-based interaction method provided in this embodiment, the electronic device implementing the method may include, but is not limited to, a mobile terminal, a computer, and a server. The computer may include, but is not limited to, a tablet computer, a laptop computer, or a desktop computer. The server may be a single server or a server group. The server group may be centralized or distributed (for example, the server may be a distributed system). In some embodiments, the server may be local or remote relative to the user terminal. In some embodiments, the server may be implemented on a cloud platform; by way of example only, the cloud platform may include a private cloud, a public cloud, a hybrid cloud, a community cloud, a distributed cloud, an inter-cloud, a multi-cloud, or any combination thereof. In some embodiments, the server may be implemented on an electronic device having one or more components.

[0024] To make the solution provided by this embodiment clearer, the server is used as an electronic device to implement the interactive method based on non-player characters. Figure 1 Each step of the method shown is described in detail. However, it should be understood that the operations of the flowchart can be implemented in any order, and steps that have no logical contextual relationship can be reversed or implemented simultaneously. In addition, those skilled in the art can add one or more other operations to the flowchart or remove one or more operations from the flowchart under the guidance of the content of this application. Figure 1 , the method comprising: S1, receiving the task receiving operation initiated by the player to the non-player character.

[0025] It should be noted that in this embodiment, non-player characters are defined as virtual characters controlled by computer programs within online games. They exist within the game scene and interact with the player-controlled characters. Non-player characters here specifically include, but are not limited to, various functional roles within the game scene, such as quest issuers, conversation facilitators, and item traders. Their core function is to provide players with interactive content and quest guidance during the game.

[0026] In practical applications, such as in MMORPG-style multiplayer online games, non-player characters (NPCs) are typically deployed within specific game scenes and possess attributes associated with those scenes, such as scene identifiers, quest lists, and interaction logic. For example, in a Xianxia-themed game, the "Xianyou" character in the "Xianjie" scene is a NPC that can engage in dialogue with players, provide quest options, and distribute quests based on the player's prestige level. It can be understood that, in this embodiment, NPCs serve as the core vehicle for quest interaction within the game system. They not only perform the basic function of quest distribution but also serve as a crucial medium for establishing connections between players and scenes.

[0027] During the execution of the above steps, the task collection operation can come from two different triggering mechanisms. One is that the game character controlled by the player actively interacts with the non-player character and initiates the task collection operation. The other is that the server actively pushes the task collection interface to the client when it detects that specific conditions are met (such as the player's first daily login to the game or a change in prestige level), thereby guiding the player to perform the task collection operation.

[0028] In actual application, for example, when a player-controlled character approaches a non-player character or clicks on a dialogue interface, the server will detect the player's task collection operation and generate a corresponding task collection operation signal. The task collection operation here specifically includes but is not limited to the player clicking a collect button, selecting a task from a task list, or triggering the task acquisition process through interactive methods such as voice and gestures. It should be noted that these triggering methods should all be understood as different implementation forms of the task collection operation, the core of which is to identify the player's clear indication of intent to obtain a task from a non-player character.

[0029] Based on the explanation of the task collection operation in the above embodiment, please refer to Figure 1 , next Figure 1 Explanation of step S2 in FIG. S2, in response to the task receiving operation, obtaining the prestige level of the player in the scene to which the non-player character belongs.

[0030] Among them, the prestige level represents the degree of interaction between the player and the scene to which the non-player character belongs.

[0031] S3, based on the prestige level, provides players with a list of tasks that meet the prestige level.

[0032] During the execution of the above steps, when the task collection operation is actively pushed and triggered by the server, the server will automatically filter out prestige tasks that meet the current player's prestige level requirements from all non-player characters according to the preset configuration rules after the player logs into the game every day, and randomly display 4 of the tasks to be collected in the client interface for the player to choose to accept.

[0033] Specifically, the server first reads the player's current prestige level in each scenario from the database. This data is accumulated based on the player's past quest completion, quest refresh times, quest difficulty, and reward acquisition behavior. This data is then correlated with the scenario tag to which the non-player character belongs. This prestige level directly determines whether the player is eligible to accept quests of a specific difficulty and reward.

[0034] In actual application, for example, when a player logs in to the game every day, the server will randomly select 4 tasks to be received from the task list that meets the level requirements based on the player's prestige level in the scene to which the non-player character belongs, and display them in the form of a list on the task interface for the player to select.

[0035] In this way, associating the provision of mission content with the player's prestige level in the scene can enhance the player's dependence on specific non-player characters, rather than just simple interaction and dialogue with non-player characters.

[0036] In this embodiment, the task list includes at least one pending task, and the difficulty and reward of each pending task are positively correlated with the prestige level. Specifically, the increasing difficulty of tasks is reflected in the complexity of the task objectives, the stringency of the required completion conditions, or the tightness of the time limit, while the task rewards are reflected in the value, rarity, or exclusive attributes of the in-game virtual items.

[0037] The positive correlation here is specifically defined through the task configuration table, which is pre-set by the game developer and bound to the prestige level system. When screening tasks, the server will extract matching task content from the corresponding configuration table based on the player's prestige level to ensure that the difficulty and rewards of the tasks can increase as the prestige level increases.

[0038] In practice, for example, when a player is at Prestige Level 1, the server might offer a relatively simple quest, such as "collecting low-level materials and rewarding basic gold." However, when Prestige Level 5 is reached, the server might offer a more difficult quest, such as "defeat difficult monsters and reward rare equipment or an exclusive title." This design, where the difficulty and rewards of quests increase with Prestige Level, not only deepens the interaction between players and non-player characters and the scenes they belong to, but also further incentivizes players to continue participating in quests to increase their Prestige Level, thereby enhancing the game's playability and immersion.

[0039] Based on the task list provided in the above embodiment, such as Figure 2 As shown, this embodiment also provides the following implementation methods: S4, receiving the player's selection operation on the task list.

[0040] S5, in response to the selection operation, determining the target task selected by the player from at least one task to be received.

[0041] S6, assign target tasks to players.

[0042] It can be understood that in this embodiment, after the server provides the player with a task list filtered based on the player's prestige level in the scene to which the non-player character belongs, it will further receive the player's selection of a specific task from the task list. The task list here specifically includes at least one task to be claimed, and the selection and arrangement of these tasks are affected by factors such as the player's current prestige level, task configuration rules, and the daily task refresh mechanism.

[0043] Specifically, once a player selects a task in the task interface by clicking, sliding, or otherwise interacting, the server will recognize the action and determine the target task selected by the player. Furthermore, the server will assign the selected target task to the player, binding data such as the task identifier, target description, and reward information to the player's game character, and updating the task status to "Accepted." This may also trigger sub-processes such as task tracking, countdown, or progress logging.

[0044] In actual application, for example, when a player sees four tasks to be collected randomly displayed by the server after logging in every day, he can choose one of them to collect. The server will then lock the corresponding task data based on the selection operation and include the target task in the player's current executable task queue.

[0045] Based on the target tasks selected by the player in the above embodiment, such as Figure 3 As shown, the non-player character-based interaction method provided in this embodiment also includes: S7: If the player completes the target task, the player's prestige level in the scene to which the non-player character belongs will be increased.

[0046] During the above steps, when the server detects that the player has completed the assigned target task, the prestige update process will be triggered. Specifically, the server will add a corresponding value to the player's prestige level in the scene where the non-player character is located based on the prestige contribution value corresponding to the target task, thereby increasing the player's prestige level. The prestige level here is a quantitative indicator of the depth of interaction between the player and the scene where the non-player character is located, and it changes dynamically with the completion of tasks.

[0047] In actual application, for example, after a player completes a certain target task, the server will update the player's prestige level in the corresponding scene based on the prestige contribution value set for the task. This provides players with motivation to continue participating in the task.

[0048] Based on the above embodiment, the new prestige level of the player in the scene to which the non-player character belongs is obtained, such as Figure 4 As shown, the method further includes: S8. If the player's new prestige level in the scene to which the non-player character belongs is greater than the reward threshold, the player is provided with an exclusive reward corresponding to the scene to which the non-player character belongs.

[0049] During the execution of the above steps, when the server determines that the player's new prestige level in the non-player character's scene exceeds the preset reward threshold, the exclusive reward distribution process will be triggered. Specifically, the reward threshold is a pre-set prestige level value that serves as the standard for determining whether to grant players higher-level incentives. It can be defined and dynamically adjusted by game developers through a configuration table. Exclusive rewards here include but are not limited to titles, limited equipment, special props, or exclusive mission permissions. These rewards have attributes that are highly relevant to the scene, and their purpose is to enhance the player's sense of belonging to the scene and their willingness to continue interacting with it.

[0050] In actual application, for example, when a player completes a series of target tasks and his prestige level reaches the reward threshold of level 3 set in the "Fairyland" scene, the server will automatically issue him the title of "Guardian of the Fairyland", exclusive magic weapon appearance, and unlock the next stage of high-level prestige tasks, thereby forming a positive incentive for player behavior.

[0051] It can be seen from this that if the player's new prestige level in the scene to which the non-player character belongs is greater than the reward threshold, the operation of providing him with exclusive rewards strengthens the binding relationship between the player and the scene.

[0052] In practice, we've discovered that when players consistently accept quests for a specific non-player character or its scene, their prestige level within that scene rapidly increases, while their interaction with other non-player characters or scenes significantly decreases. This leads to centralized quest resource utilization and a more homogenous gaming experience. In practice, for example, to quickly increase their prestige level in a scene and obtain exclusive rewards, players may repeatedly accept quests from a single non-player character in that scene, ignoring the presence of other non-player characters. This behavior not only weakens the balance of quest distribution among non-player characters but also reduces the overall explorability and diversity of the game.

[0053] In view of this, in this embodiment, if the player's new prestige level in the scene to which the non-player character belongs is greater than the equilibrium threshold, the server increases the probability of other non-player characters providing welfare tasks.

[0054] The "welfare tasks" here specifically refer to tasks that are easier to complete than regular tasks but provide higher-value rewards. Their purpose is to provide players with additional reward channels without disrupting the overall balance of the game, and to encourage them to explore more non-player characters.

[0055] Specifically, the triggering of welfare tasks usually relies on the player going to the location of the non-player character and actively interacting with it, such as clicking on a dialogue, selecting a specific option, or completing a precondition. Only after direct contact with the non-player character can the server randomly generate and display such tasks. In actual application, for example, when a player's new prestige level exceeds the equilibrium threshold due to frequent completion of tasks in a scene belonging to a non-player character, the server will recognize this behavior and automatically increase the probability of other non-player characters providing welfare tasks, so that the player has a higher chance of receiving cost-effective tasks from different non-player characters in the subsequent task acceptance process.

[0056] For example, suppose a player has been accepting tasks from a non-player character named "Xianyou" in the "Xianjie" scene for a long time. After its prestige level reaches the set equilibrium threshold, the server will automatically adjust the task distribution strategy of other non-player characters that are not frequently interacted with, making it more likely to generate welfare tasks that are easy to complete but have higher rewards, thereby guiding players to interact and accept tasks from other non-player characters.

[0057] It can be seen that by introducing a dynamic task distribution mechanism based on changes in prestige levels, players are effectively encouraged to expand their scope of interaction, avoiding excessive concentration of task behaviors on a single non-player character, while improving the overall playability of the game and the diversity of the task ecology.

[0058] In this embodiment, considering that the player may not be interested in the pending tasks in the recommended task list, in this embodiment, the server can also receive a refresh operation on the task list from the player; in response to the refresh operation, the server provides the player with a new task list that meets the prestige level.

[0059] During the execution of the above steps, after providing the player with a task list filtered based on their prestige level, the server allows the player to trigger the task list update process through active operations, that is, receiving the player's refresh operation on the task list, and generating a new task list that meets the player's current prestige level conditions in response to the refresh operation. The refresh operation here specifically includes the player triggering a refresh instruction through the game interface, such as clicking the "Refresh" button, using shortcut keys, or performing specific interactive actions. After receiving this operation, the server will randomly re-select several tasks from the task pool that meet the conditions based on the current player's prestige level, task completion status, task configuration rules, and daily refresh restrictions to form a new task list and display it to the player.

[0060] In actual application, for example, when a player logs in to the game every day, the server will display 4 tasks to be received selected from all non-player characters by default for the player to choose from. If the player wants to obtain more qualified task options, he can re-draw tasks through the active refresh mechanism.

[0061] Optionally, three free refreshes are allowed daily, with subsequent refreshes consuming a certain amount of in-game currency. The total number of refreshes per day cannot exceed 10. This restriction is controlled by the server through a table and can be adjusted dynamically. Furthermore, each refresh generates a new task list containing tasks that have not yet been completed by the player's current character, and the task difficulty and rewards are strictly matched to the player's current prestige level, ensuring that the refreshed task list remains consistent with the player's current interaction status.

[0062] It can be seen that the mechanism of receiving players' refresh operations on the task list and providing them with a new task list that meets the prestige level not only enhances the players' autonomy and flexibility in task selection, but also effectively balances the playability and controllability of the task system by introducing refresh limit and task matching logic.

[0063] Based on the same inventive concept as the non-player character interaction method provided in this embodiment, this embodiment also provides a non-player character interaction device, which includes at least one software function module that can be stored in a memory or fixed in an electronic device in the form of software. The processor in the electronic device is used to execute the executable module stored in the memory. For example, the software function module and computer program included in the device. Please refer to Figure 5 Functionally, the device can include: An operation receiving module 11 is used to receive a task receiving operation initiated by a player to a non-player character; An operation response module 12 is configured to obtain the player's prestige level in the scene to which the non-player character belongs in response to the task receiving operation, wherein the prestige level represents the degree of interaction between the player and the scene to which the non-player character belongs; The task tracking module 13 is used to provide players with a task list that meets the prestige level according to the prestige level.

[0064] In this embodiment, the operation receiving module 11 is used to implement Figure 1 In step S1, the operation response module 12 is used to implement Figure 1 In step S2, the task tracking module 13 is used for internship Figure 1 Therefore, for a detailed description of each of the above modules, please refer to the specific implementation of the corresponding step.

[0065] Since the interactive device based on non-player characters and the interactive device based on non-player characters have the same inventive concept, the device can also implement other steps or sub-steps of the method through these modules.

[0066] Optionally, the task list includes at least one task to be received, and the task tracking module 13 is further configured to: Receive the player's selection operation on the task list; In response to the selection operation, determining a target task selected by the player from at least one task to be received; Assign target tasks to players.

[0067] Optionally, the difficulty and reward of each task to be taken are positively correlated with the prestige level.

[0068] Optionally, the task tracking module 13 is further configured to: If the player completes the target task, the player's prestige level in the scene to which the non-player character belongs will be increased.

[0069] The task tracking module 13 is further configured to: If the player's new prestige level in the scene to which the non-player character belongs is greater than the reward threshold, the player will be provided with an exclusive reward corresponding to the scene to which the non-player character belongs.

[0070] Optionally, the task tracking module 13 is further configured to: If the player's new prestige level in the scene to which the non-player character belongs is greater than the equilibrium threshold, the chance of other non-player characters providing welfare tasks will be increased.

[0071] Optionally, the method further comprises: The operation receiving module 11 is further used to receive a player's refresh operation on the task list; The operation response module 12 is further configured to provide the player with a new task list that satisfies the prestige level in response to a refresh operation.

[0072] In addition, the functional modules in each embodiment of the present application can be integrated together to form an independent part, or each module can exist independently, or two or more modules can be integrated to form an independent part.

[0073] It should also be understood that if the above embodiments are implemented in the form of software functional modules and sold or used as independent products, they can be stored in a computer-readable storage medium. Based on this understanding, the technical solution of the present application, or the portion that contributes to the prior art, or the portion of the technical solution, can be embodied in the form of a software product. The computer software product is stored in a storage medium and includes a number of instructions for enabling a computer device (which can be a personal computer, server, or network device, etc.) to execute all or part of the steps of the method described in each embodiment of the present application.

[0074] Therefore, this embodiment further provides a storage medium storing a computer program. When executed by a processor, the computer program implements the non-player character-based interaction method provided in this embodiment. The storage medium can be any medium capable of storing program code, such as a USB flash drive, a mobile hard drive, a read-only memory (ROM), a random access memory (RAM), a magnetic disk, or an optical disk.

[0075] This embodiment also provides an electronic device for implementing an interactive method based on a non-player character. Figure 6 As shown, the electronic device may include a processor 22 and a memory 21. In addition, the memory 21 stores a computer program, and the processor implements the non-player character-based interaction method provided in this embodiment by reading and executing the computer program corresponding to the above embodiment in the memory 21.

[0076] Continue to see Figure 6 The electronic device further includes a communication unit 23. The memory 21, the processor 22 and the communication unit 23 are electrically connected to each other directly or indirectly via a system bus 24 to achieve data transmission or interaction.

[0077] The memory 21 may be an information recording device based on any electronic, magnetic, optical or other physical principles, for recording execution instructions, data, etc. In some embodiments, the memory 21 may be, but is not limited to, a volatile memory, a non-volatile memory, a storage drive, etc.

[0078] In some embodiments, the volatile memory may be a random access memory (RAM); in some embodiments, the non-volatile memory may be a read-only memory (ROM), a programmable read-only memory (PROM), an erasable programmable read-only memory (EPROM), an electrically erasable programmable read-only memory (EEPROM), a flash memory, etc.; in some embodiments, the storage drive may be a magnetic disk drive, a solid-state drive, any type of storage disk (such as a CD, DVD, etc.), or a similar storage medium, or a combination thereof.

[0079] The communication unit 23 is configured to transmit and receive data via a network. In some embodiments, the network may include a wired network, a wireless network, a fiber optic network, a telecommunications network, an intranet, the Internet, a local area network (LAN), a wide area network (WAN), a wireless local area network (WLAN), a metropolitan area network (MAN), a wide area network (WAN), a public switched telephone network (PSTN), a Bluetooth network, a ZigBee network, or a near field communication (NFC) network, or any combination thereof. In some embodiments, the network may include one or more network access points. For example, the network may include a wired or wireless network access point, such as a base station and / or a network switching node, through which one or more components of the service request processing system may connect to the network to exchange data and / or information.

[0080] The processor 22 may be an integrated circuit chip having signal processing capabilities, and the processor may include one or more processing cores (e.g., a single-core processor or a multi-core processor). By way of example only, the processor may include a central processing unit (CPU), an application-specific integrated circuit (ASIC), an application-specific instruction-set processor (ASIP), a graphics processing unit (GPU), a physical processing unit (PPU), a digital signal processor (DSP), a field programmable gate array (FPGA), a programmable logic device (PLD), a controller, a microcontroller unit, a reduced instruction set computer (RISC), or a microprocessor, or any combination thereof.

[0081] I understand. Figure 6 The structure shown is for illustration only. The electronic device 100 may also have Figure 6 More or fewer components than shown, or with Figure 6 Different configurations shown. Figure 6 The components shown may be implemented in hardware, software, or a combination thereof.

[0082] It should be understood that the devices and methods disclosed in the above embodiments may also be implemented in other ways. The device embodiments described above are merely illustrative. For example, the flowcharts and block diagrams in the accompanying drawings show the possible architectures, functions, and operations of the devices, methods, and computer program products according to multiple embodiments of the present application. In this regard, each box in the flowchart or block diagram may represent a module, a program segment, or a portion of code, which contains one or more executable instructions for implementing a specified logical function. It should also be noted that in some alternative implementations, the functions marked in the box may also occur in an order different from that marked in the accompanying drawings. For example, two consecutive boxes may actually be executed substantially in parallel, or they may sometimes be executed in the opposite order, depending on the functions involved. It should also be noted that each box in the block diagram and / or flowchart, and the combination of boxes in the block diagram and / or flowchart, may be implemented using a dedicated hardware-based system that performs a specified function or action, or may be implemented using a combination of dedicated hardware and computer instructions.

[0083] The above descriptions are merely examples of various embodiments of the present application, but the scope of protection of the present application is not limited thereto. Any modifications or substitutions that can be readily conceived by a person skilled in the art within the technical scope disclosed in the present application should be included within the scope of protection of the present application. Therefore, the scope of protection of the present application should be based on the scope of protection of the claims.

Claims

1. A non-player character-based interaction method, characterized in that: The method comprises: Receive the task claiming operation initiated by the player to the non-player character; In response to the task receiving operation, obtaining the prestige level of the player in the scene to which the non-player character belongs, wherein the prestige level represents the degree of interaction between the player and the scene to which the non-player character belongs; According to the prestige level, a task list that meets the prestige level is provided to the player.

2. The non-player character-based interaction method according to claim 1, characterized in that: The task list includes at least one task to be received, and the method further includes: Receive a player's selection operation on the task list; In response to the selection operation, determining a target task selected by the player from the at least one task to be received; Assign the target task to the player.

3. The non-player character-based interaction method according to claim 2, characterized in that: The difficulty and reward of each task to be received are positively correlated with the prestige level.

4. The non-player character-based interaction method according to claim 2, wherein: The method further comprises: If the player completes the target task, the prestige level of the player in the scene to which the non-player character belongs is increased.

5. The non-player character-based interaction method according to claim 4, characterized in that: The method further comprises: If the new prestige level of the player in the scene to which the non-player character belongs is greater than a reward threshold, the player is provided with an exclusive reward corresponding to the scene to which the non-player character belongs.

6. The non-player character-based interaction method according to claim 4, characterized in that: The method further comprises: If the player's new prestige level in the scene to which the non-player character belongs is greater than the equilibrium threshold, the probability of other non-player characters providing welfare tasks is increased.

7. The non-player character-based interaction method according to claim 1, characterized in that: The method further comprises: receiving a refresh operation of the task list by the player; In response to the refresh operation, a new task list that meets the prestige level is provided to the player.

8. An interactive device based on a non-player character, characterized in that: The device comprises: An operation receiving module, used to receive a task receiving operation initiated by a player to a non-player character; an operation response module, configured to obtain, in response to the task receiving operation, a prestige level of the player in the scene to which the non-player character belongs, wherein the prestige level represents a degree of interactive relationship between the player and the scene to which the non-player character belongs; The task tracking module is used to provide the player with a task list that meets the prestige level according to the prestige level.

9. A storage medium, characterized in that: The storage medium stores a computer program, and when the computer program is executed by a processor, the computer program implements the non-player character-based interaction method according to any one of claims 1 to 7.

10. An electronic device, characterized in that: The electronic device includes a processor and a memory, wherein the memory stores a computer program, and the computer program, when executed by the processor, implements the non-player character-based interaction method according to any one of claims 1 to 7.